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It's time for the second of the six Pathfinder 2nd Edition pregenerated characters I'll be sharing with you over the next few days. Thanks to Paizo, I have here Kyra, the human cleric! I was asked what order I was doing these in -- I'm going through them alphabetically (alchemist, cleric, fighter, etc...) Enjoy!

Here's what Paizo's Mark Seifter has to say about Kyra:

"Kyra ... has a bunch of different spells, including fire ray from her domain and a whole lot of heal from channel energy. You may have seen heal before in our Spells blog, but itís worth looking again a just how flexible this spell makes Kyra at healing her allies, both in combat and out. And letís not forget that Kyraís scimitar has the forceful and sweep traits, allowing her to build up momentum as she dances like a dervish in sweeping motions."

Stay tuned tomorrow, as you'll be making the acquaintance of a delightful chap I like to call Valeros, the human fighter!

Light seems like it could be a good signalling spell now. Cast Light on an object and give it to the innkeeper. Go into dungeon. If the light goes out before a day has passed assume it means "We're screwed, send help?"

In this and the Alchemist yesterday I see a lot of +1 bonuses. Really, I don't want to bother with +1. Either make a bonus meaningful or eliminate it and the rules/time/effort/tracking load that comes with it.

Looks like no at-will offensive cantrip magic for Pathfinder 2. Kyra of the god of fire can shoot a fire ray 5/day, assuming she doesn't use her spell points elsewhere... :/

Part of me wishes Pathfinder 2 had dropped the distinction between Ability Scores and Ability Modifiers. That's always a funky needless distinction, a sacred cow of D&D that Pathfinder no longer needs to keep alive. Especially as rolling for stats isn't likely to be expected.

Stabilise takes two actions and brings someone from 0 to 1 hp at range. It's neat that you can always bring someone back into the fight, but that seems like 5e wack-a-mole healing turned up to 11.

Looks like no at-will cantrip magic for Pathfinder 2. Kyra of the god of fire can shoot a fire ray 5/day, assuming she doesn't use her spell points elsewhere... :/.

Um, re-read the second sheet. She has cantrips, like always. Fire ray is a domain power which even in PF1 is only available a set number of times per day, usually based on Wisdom for clerics. There's very little change there.

Um, re-read the second sheet. She has cantrips, like always. Fire ray is a domain power which even in PF1 is only available a set number of times per day, usually based on Wisdom for clerics. There's very little change there.

Sorry, typo. The word "offensive" was missed with a last second rephrase. I meant that there was non at-will offensive magic.

It looks like PF2 will be keeping the wizard and sorcerer breaking out the sling or light crossbow for at-will attacks.

Um, re-read the second sheet. She has cantrips, like always. Fire ray is a domain power which even in PF1 is only available a set number of times per day, usually based on Wisdom for clerics. There's very little change there.

Stabilise [/I]takes two actions and brings someone from 0 to 1 hp at range. It's neat that you can always bring someone back into the fight, but that seems like 5e wack-a-mole healing turned up to 11.

Actually in 2E healing someone does not immediately make them conscious. I unfortunately cannot remember exactly how it works but I think they still have to make a save to regain conciousness. Also in one of the playtests the GM ruled that it takes an action to pick up you weapon and another to actually stand up.
So even when they do regain consciousness they aren't at 100% on top of retaining the their spot in the 'dying' states if they go back down right away.

So, skills at first level cannot be "expert" "master" or "legendary" (Or whatever the grades of skill mastery are called. I don't remember at the moment)?As neither the cleric or the goblin have had any skills marked with mastery beyond "trained".

It looks like PF2 will be keeping the wizard and sorcerer breaking out the sling or light crossbow for at-will attacks.

I believe wizards and sorcerers will get attack cantrips worth using. It's possible that Clerics can get them as well, but Kyra is a more martially-minded cleric and between her reasonable melee (scimitar) and fire rays, they elected to fill her cantrips with standard stuff (Detect Magic, Light, Stabilize, and New Resistance is a pretty iconic set of cleric cantrips).
Given that Sorcerers can pick their spell list by choice of bloodline, I hope that each spell-list will have at least one attack cantrip.

I get a DnD 4E vibe from the breakdown of the Feats, Powers, and Spells. I don't think it's actually that close, but I still feel it.

I can see what you mean, I think. I don't get much of a 4e vibe at all from the mechanics themselves, but I am kind of getting a "game designers writing for other game designers" vibe from the way things are written up that 4e also gives me.

I actually like that vibe - mechanically PF2 is probably not going to be any of my tables' thing because it seems to lean heavily into the resource management game which the players at my main table are just not interested in at all, and it's "not D&D" which is the only thing that the kids I run games for want to play. But it's definitely looking like a system that I want to grok for the mechanical ideas that I might be able to steal.

I actually like that vibe - mechanically PF2 is probably not going to be any of my tables' thing because it seems to lean heavily into the resource management game which the players at my main table are just not interested in at all, and it's "not D&D" which is the only thing that the kids I run games for want to play. But it's definitely looking like a system that I want to grok for the mechanical ideas that I might be able to steal.

I could point out that all games are different forms of resource management, but that's an academic or philosophical point.

We are trying to limit the abundance of different types of long-term resource management that was often all over the play in P1. Resonance has a lot to do with that, wrapping up a bunch of similar mechanics in spell points is another way. Like nearly all playtests, what you see is a draft toward those design goals. Even those of us working on it are unsure how the final mechanics will be manifested. Names might change, the structure might change, maybe we need no worry, and everything looks fine. Hence, playtesting.

That said, we don't want resource management to burden storytelling. We would rather it be a cool and exciting part of storytelling without creating corner cases and exploits that foil storytelling.

I can see what you mean, I think. I don't get much of a 4e vibe at all from the mechanics themselves, but I am kind of getting a "game designers writing for other game designers" vibe from the way things are written up that 4e also gives me.

I feel more like its too much of a "graphic design for other graphic designers". The constant rectangles and the blocky font are giving it too much of the "antiseptic" vibe that caused such consternation in 4e. You want the info the be usable, but you want a little messiness in the printed book to make reading the book feel more like exploration and less like research.

I feel more like its too much of a "graphic design for other graphic designers". The constant rectangles and the blocky font are giving it too much of the "antiseptic" vibe that caused such consternation in 4e. You want the info the be usable, but you want a little messiness in the printed book to make reading the book feel more like exploration and less like research.

Rule book is in large part a reference manual, it'd be nice to have it actually work as one, IMHO.

(Yeah, I get that some product lines (WoD) at some times (90s) did super-well by being very cover-to-cover readable, and virtually worthless as actual rulebooks. )

Good news, you space-faring fans of Starfinder: the STARFINDER ARMORY is here and it is stuffed to the gills with gear! There are new ways to frag, slag, burn, kill, maim, and otherwise cut a swath across the Core Worlds and beyond in this book, so letís get cracking!

When WotC announced the Wayfinder's Guide to Eberron as a PDF release it caused a great disturbance as if millions of voices suddenly cried out in joy and frustration. The joy is because the most requested setting in the player surveys was finally being released for 5th Edition. The frustration is because it's not a physical book, it's not legal for D&D Adventurer's League and it said that Wayfinder's ďwill serve to collect feedback on adjusted races, dragon marks, new backgrounds and more,Ē making it seem like a beta release. By contrast, Curse of Strahd Ravenloft was presented as an adventure and source material.

Modern AGE is a tool box RPG with detailed rules for player characters but only a brief setting. There are enough adversaries and an adventure to get a GM started, but rules for customizing a setting are scarce. The rules are most comprehensive for a setting designed for the computer age.